/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef __WEATHER_H
#define __WEATHER_H

#include "Common.h"
#include "SharedDefines.h"
#include "Timer.h"

class Player;

#define WEATHER_SEASONS 4
struct WeatherSeasonChances
{
    uint32 rainChance;
    uint32 snowChance;
    uint32 stormChance;
};

struct WeatherData
{
    WeatherSeasonChances data[WEATHER_SEASONS];
    uint32 ScriptId;
};

enum WeatherState
{
    WEATHER_STATE_FINE              = 0,
    WEATHER_STATE_LIGHT_RAIN        = 3,
    WEATHER_STATE_MEDIUM_RAIN       = 4,
    WEATHER_STATE_HEAVY_RAIN        = 5,
    WEATHER_STATE_LIGHT_SNOW        = 6,
    WEATHER_STATE_MEDIUM_SNOW       = 7,
    WEATHER_STATE_HEAVY_SNOW        = 8,
    WEATHER_STATE_LIGHT_SANDSTORM   = 22,
    WEATHER_STATE_MEDIUM_SANDSTORM  = 41,
    WEATHER_STATE_HEAVY_SANDSTORM   = 42,
    WEATHER_STATE_THUNDERS          = 86,
    WEATHER_STATE_BLACKRAIN         = 90
};

/// Weather for one zone
class Weather
{
public:

    Weather(uint32 zone, WeatherData const* weatherChances);
    ~Weather() { };

    bool Update(uint32 diff);
    bool ReGenerate();
    bool UpdateWeather();

    void SendWeatherUpdateToPlayer(Player *player);
    static void SendFineWeatherUpdateToPlayer(Player *player);
    void SetWeather(WeatherType type, float grade);

    /// For which zone is this weather?
    uint32 GetZone() const { return m_zone; };
    uint32 GetScriptId() const { return m_weatherChances->ScriptId; }

private:

    WeatherState GetWeatherState() const;
    uint32 m_zone;
    WeatherType m_type;
    float m_grade;
    IntervalTimer m_timer;
    WeatherData const* m_weatherChances;
};
#endif
